Wednesday, July 2, 2025

Medieval Clerics, Part III

Medieval Magic
Miracles are the manner in which divine magic manifests in the Middle Ages. Such extraordinary events are generally slower to happen and are more subtle than the spells of other epochs. Although the ways they are called upon are detailed in Part I, some additional options are included here.

Wednesday, June 25, 2025

Medieval Clerics, Part II

Medieval Tests
Remaining on the holy path will lead one to redemption.

1-12. The medieval cleric loses access to all his spells and turn ability. He must engage in various forms of penance in order to receive absolution and no commutations will be accepted. Roll 1d4 to see what specifically must be done to have each one restored. 
   [1] Confess to a stranger 1d4 unvirtuous acts that he has done.
   [2] Fast, eating very little or not at all for 1d6 days, taking -1d3 to all physical rolls during that time.
   [3] Recite psalms for 2d6 turns, doing so where others will hear him.
   [4] Give alms worth 1d10% of his current wealth.

Wednesday, June 18, 2025

Medieval Clerics, Part I

Orders of the Medieval Age
Serve your faith, and it will serve you well.


Tenets of Medieval 
Orders

  • Be virtuous & humble
  • Be pure (abiding by chastity & poverty)
  • Doing one's duty (obedient)
  • Denounce evil (especially magic!)
  • Following the principles of one's faith (by angel or saint)

Wednesday, June 11, 2025

Dark Age Clerics, Part III

Dark Age Magic
Most things aren't easy in the dark ages- magic included. Whether spells don't function well or even at all, most would dislike even a cleric using magic.

Spells Available: Use either the standard cleric spell list or the divinity's, but check for each spell to determine its degree of availability for a particular dark age cleric. Different dark age clerics might thus have different spell selections, limited in various ways. Rolling a 12 as a magical side-effect is the only way to restore such spells, and even then, it's not guaranteed (see Part I). Roll 1d8.

Wednesday, June 4, 2025

Dark Age Clerics, Part II

Dark Age Tests
What has come has gone, perhaps never to return, whether a Bronze Age collapse, Iron Age collapse, or not.

1-9. All things come to an end, some more unfortunately than others. The dark age cleric (or whomever is affected by this test) experiences austerity. Each result will compound when experienced more than once, and might only be undone once he (or the dark age cleric who caused it) rolls a magical side-effect of 12 at some point (see Part I). 

As for what the thing affected is, roll 1d8: [i] magic spell, [ii] thing held, [iii] thing worn, [iv] thing consumed, [v] thing read, [vi] thing sat upon, [vii] mode of transport, [viii] furnishing.

Wednesday, May 28, 2025

Dark Age Clerics, Part I

Gods of the Dark Age
When the glory times are over, the shadows are what remain.

Tenets of Dark Age Gods

  • Respect the end of things
  • Do what you can to help yourself and your group to survive
  • Do what you can to help your enemies to not
  • Beware those who would denounce you

Wednesday, May 21, 2025

Bronze Age Clerics, Part III

Bronze Age Magic
Copper and tin can create results far beyond themselves.

Spells Known: Bronze Age clerics can know 1d4+2 spells of levels that they can cast, determined at random
These are drawn from the standard cleric list, or from a divinity or other list if combining rules (see Folk & Epoch Variations below). For example, a 4th level palace cleric might know just three 1st level spells, but five 2nd level spells. 

Wednesday, May 14, 2025

Bronze Age Clerics, Part II

Bronze Age Tests
Great works may collapse with an even greater fall.

1-9. The gods appear angered! The bronze age cleric loses access to all his spells and his turn ability. Roll on a matching table below to determine what tasks he must perform to have each one of them restored.

Glorious Warrior (d6)
  [1] Ride upon a c
hariot with 3d4 or more spectators viewing the resplendent act.
  [2] Hold twin, golden weapons before the brilliant sun.
  [3] Spy a new land, place, woman, or group to be conquered by his might, drinking well afterwards in celebration.
  [4] Deposit 3d3 weapons in water, or have them be bent and buried as an offering at least.
  [5] Capture 2d3 cattle, whether beasts or lesser men.
  [6] Impressively defeat 1d3 foes from a rival group.

Wednesday, May 7, 2025

Bronze Age Clerics, Part I

Gods of the Bronze Age
Glorious warriors, palaces, and god-kings abound, with forgings for divinities to match.

Tenets of Bronze Age Gods

  • Achieve glory for oneself according to one's caste 
  • Obey the paternal order
  • Ensure the success of your family, your clan, and your people
  • Trade with others as needed
  • Do not deign to use iron or other non-bronze armament or protection

Wednesday, April 30, 2025

Stone Age Clerics, Part III

Stone Age Magic
Bones of old brings magic that goes beyond rock.

Stone Age clerics can know 1d3 spells of levels that they can cast, determined at random. That's a lot! 
For example, according to Stone Age sages, a 3rd level Stone Age cleric might know two 1st level spells and three 2nd level spells.

1st Level (d8)
1. Cure Light Wounds (reversible)   5. Resist Cold
2. Protection from Evil           6. Shillelagh (D)
3. Purify Food and Drink                   7. Affect Normal Fires*
4. Remove Fear (reversible)          8. Shield*

Wednesday, April 23, 2025

Stone Age Clerics, Part II

Stone Age Tests
Staying alive may not turn out like one intends.

1-9. Primitive urges demand the cleric's action. Roll again to see what must be done right now!

Caveman (1d4)
   [1] Smash the next 1d6 things he sees that he is forbidden from using (e.g. metal, pottery, pants). Those using them at the time will likely not appreciate it.
   [2] Yell at the closest person or thing in a random direction until either they attack or flee. Inanimate objects might need to be yelled at for quite a while.
   [3] Dance especially crazily, causing 2d10-1 damage to himself and to all within 1d3 x 5' who don't save vs. death/ make a Reflex save DC 10. He has a 50% chance of singing too (per Caveman Do's in Part I)
   [4] Regress, losing 2d4 Intelligence and having to make a check (DC 15) to say words, take simple actions, or even use fire for the next 2d6 turns. Much grunting is required.

Wednesday, April 16, 2025

Stone Age Clerics, Part I

Gods & Spirits of the Stone Age
Whether caveman, hunter-gatherer, or neolithic, divinities can be followed from the dawn of time as proto-gods or especially potent spirits.


Tenets of Stone Age Gods & Spirits

  • Survive how you can
  • Support and protect your family, tribe, and clan
  • Honor beasts, plants, and the land
  • Never use (depending on which epoch the stone age cleric is from)...!

Wednesday, April 9, 2025

Clerics of Aegir, Part III


Spells of Aegir
What wonders gush from Aegir's halls?

1st LevelCreate Water, Cure Light Wounds (reversible), Purify Food and Drink, Resist Cold, Shield*, Divine Weather (D, winds inland or any weather at sea)Bestow Blessing & Curse^ (link), Blasting^ (link)Warding^ (link) 

Wednesday, April 2, 2025

Clerics of Aegir, Part II


Divine Tests
The sea will claim what's needed.

1-3. Oceans and storms give, though they take too. A random object is washed away or otherwise lost when next around a water body or a breezy place. Roll 1d4 again to see what it is: 
   [1] One of the cleric’s garments
   [2] An item on the cleric’s person
   [3] An object that’s adjacent to the cleric
   [4] One in a random direction from the cleric, up to 1d6 x 5’ away

Wednesday, March 26, 2025

Clerics of Aegir, Part I

Aegir
Norse Jotunn God of the Sea, Storms, & Hospitality


Tenets of Aegir

  • Respect the sea
  • Endure the storms
  • Provide hospitality to deserving visitors
  • The rest can remain with Ran

Wednesday, March 19, 2025

Clerics of Ullr, Part III

Spells of Ullr
The winter father grants game to those who remain cool-headed.

1st LevelCure Light Wounds, Purify Food and Drink (that's been hunted), Remove Fear (reversible), Resist Cold, Shield* (provides them an actual shield for the duration if they don't have one), Bestow Blessing & Curse^ (link), Blasting^ (link)Warding^ (link)

Wednesday, March 12, 2025

Clerics of Ullr, Part II

Divine Tests
The bow strikes that which is unready.

1-11. We will see who's first to fall. The cleric loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to determine what he must do to get each one back.
   [1] Hunt, bringing down a beast for food.
   [2] Hit a target, making a successful ranged attack against a worthy foe or dangerous prey.
   [3] Ski, traveling for at least 1d6 turns upon snow or 3d6 turns on foot upon wilderness ground if not snowy.
   [4] Chastise one who has failed to keep their word.
   [5] Find glory in battle, felling a foe.
   [6] Eat a fine meal of meat.

Wednesday, March 5, 2025

Clerics of Ullr, Part I


Ullr
Norse God of Hunting, Archery, Winter, Oaths, & Glory


Tenets of Ullr

  • Hunt
  • Master your bow
  • Ski well
  • Keep your word
  • Find glory in honorable battle

Wednesday, February 26, 2025

Priestesses of Idunn, Part III


Spells of Idunn
The harvest awaits those with the way to access it.

1st LevelCure Light Wounds, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Entangle (D, usable in orchards and amongst fruit-bearing trees), Shield*, Pass without Trace (D), Bestow Blessing & Curse^ (link)Warding^ (link)

Wednesday, February 19, 2025

Priestesses of Idun, Part II


Divine Tests
Trials may come when deceivers lure one away from what's wholesome.

1-11. Who will maintain the apples? The priestess is unable to cast some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to determine what she must do to be able to use every one of them again.
   [1] Collect 3d6 apples, preferably from a new location.
   [2] Engage in a youthful game or other activity with at least 2d6 other participants, and it should last at least 3d6 turns.
   [3] Warn a stranger about a poor health choice. Unless a follower of Idunn or similar divinity, they likely won't take it too well. Some of Idunn's husband's skaldic skill may be needed to remedy the situation.
   [4] Offer an apple to the next person she sees. If they eat it, then they will experience a random Idunn spell effect, as if cast on them. If not, then they will experience the opposite of one.
   [5] Engage in an act of fertility, whether to nourish a body or to conjoin with their husband.
   [6] The priestess's next healing spell or act won't go too well. It will either do the opposite of what's intended or not work at all. Most won't like those apples.

Wednesday, February 12, 2025

Priestesses of Idunn, Part I


Idunn
Norse Goddess of Apples, Youth, Health, & Spring


Tenets of Idunn

  • Honor and enjoy apples
  • Be youthful and healthy
  • What's fairer may not always be what's promised
  • Spring restores, but apples might not be for everyone

Wednesday, February 5, 2025

Clerics of Njordr, Part III

Spells of Njordr
Who knows where the sea flows?

1st LevelCreate Water, Cure Light Wounds, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Entangle (D, usable on fertile growth), Shield*, Bestow Blessing & Curse^ (link)Warding^ (link)

Wednesday, January 29, 2025

Clerics of Njordr, Part II


Divine Tests
The flow may show what truly matters once the tide recedes.

1-11. The winds shift, and the cleric loses access to some of his spells (50% chance for each one). Roll 1d6 for the ones that are lost to determine what he needs to do to regain them.
   [1] Be at or on the sea for 4d6 turns, or show off one's legs and feet for double that time if it's not nearby at least.
   [2] Savor prosperity, gaining a minimum of 1d6 x 10 gps worth from the tide, the land, or in direct coin.
   [3] Engage in fertility, enjoying docking your vessel to potentially father a child.
   [4] Make a proper offering, ranging from 1d6 x100 gps in value.
   [5] Practice kindness and generosity to another, giving what they would not expect.
   [6] Quiet an unpleasant noise, lacking malice when doing so, even if it's howling.

Wednesday, January 22, 2025

Clerics of Njordr, Part I


Njordr
Norse God of the Sea, Wind, Wealth, & Bounty


Tenets of Njordr

  • Respect the sea & winds
  • Fortune grants harvests
  • Fertility brings riches
  • Nurture happy children
  • Avoid the howling of wolves

Wednesday, January 15, 2025

Priestesses of Frigg, Part III


Spells of Frigg
The magic of her beauty is only outshined by her love.

1st LevelCure Light Wounds, Detect Evil, Detect Magic, Purify Food & Drink, Protection from Evil, Remove Fear, Resist Cold, Sanctuary, Allure*, Feather Fall*, Shield*, Fylgja* (as Unseen Servant, but looks like the ideal mate or totem animal of the cleric), Hold Portal*, Bestow Blessing & Curse^ (link)Warding^ (link)

Wednesday, January 8, 2025

Priestesses of Frigg, Part II

Divine Tests
What is beloved may not always remain seen.

1-11. One's own calls, showing it's time to set aside other magic. The priestess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to determine what she must do to restore each and every one of them.
   [1] Spend at least 4d6 turns loving her husband, or if she doesn't have one yet, working towards finding him and fostering their relationship.
   [2] Engage in prophecy, weaving and forecasting for 1d6 turns. The priestess is then destined to save vs. spell/ make a Will save DC 15. If successful, she will receive some insight per Referee. If not, she is obliged to take 1d6 more turns, repeating until successful.
   [3] A wise woman is best when needed most. The priestess must make a Wisdom check (DC 15) at the next naturally occurring opportunity and counsel others as to what's appropriate. If not, then she should try again when another one arises.
   [4] Spend time helping her children for 4d6 turns. If she doesn't have any yet, then she will be required to spend the duration striving towards their conception.
   [5] Attend to her household for 3d6 turns, making it as beautiful, sustaining, and welcoming a place as her.
   [6] There can be too much unnecessary suffering in love. She must help someone else to find or resolve things with the right partner, taking just 2d6 turns to do so once such a seeker is found.

Wednesday, January 1, 2025

Priestesses of Frigg, Part I


Frigg
Norse Goddess of Marriage, Prophecy, Wisdom, Motherhood, & Love


Tenets of Frigg

  • Be devoted to your husband
  • See what will come so that you can help your love ones
  • Be wise in your ways, respect the weaving of destiny
  • Remain dedicated to your children
  • Help others with courtship